A few months ago I thought up an idea for an RP based in Kingdom Hearts. I then decided it would be better if I wrote it out as a Fanfic. However, seeing as I haven't even started the Fanfic, maybe I should post it here first as an RP just to give me some fresh ideas.

-------------------Eight words the Wiccan Rede fulfill:And it harm none, do what you will.

In fact they are more do-able than a Sand Box game. The main issue in a Sand Box styled RP is getting members who will actively take part and build their own stories instead of having one already constructed for them. This is a big part of what I tried to do with Narashita and Animu the Holic. But honestly, if people won't interact with one another how can something on a more social level progress and keep people entertained?

You see this style of RP in chatrooms a lot. Here is a forest. These are the people playing in this forest. Now interact with them. But when people won't interact the story just, well, stagnates and the "sand box" fails.

Players just have to be willing to take initiative and do something instead of being told what is expected from them at the very start.

This is pretty much the concept Neo the World is built around. All I'm doing is offering to build the ground work in which all of the social Role Play will go on within. It will be up to the members to form clans/guilds/etc and to create relationships and build businesses and created story by interacting with one another.

It's not a very tough concept to really wrap one's mind around...

At least I don't think it is.

I never said it was impossible. I was just, in a very wordy and roundabout way, frowning on calling an RP open world. Wordy and roundabout is what I do, sometimes.

"This RP is open world!" Well, duh. There really isn't a limit to what you can do in any RP other than your own sense of what might be too much in a given situation.

Oh, understandable, but to me Sand Box and Open World are two very different things.

Open World is more like: Here's your world, there are no limits, have at it. No game can really do that if you approach it logically.

However, a Sand Box is a world but you can't go beyond the boundaries set by those who made said world. The world is limited, but you can do things within those limits that give the appearance of being "open."

So Sand Box is more proper than Open World. Granted I like to think Neo the World in its final stage will actually be insanely "open." Where everything is shaped and built by those who play and interact within it. Interaction produces story, not the maker of the Role Play who tells the people what the story is...

I always start a Roleplay, then find myself bored or unwilling to continue it. Nearing the end of almost every Fallout Roleplay I've participated in, readers could see I was struggling to make sentences.

Oh, understandable, but to me Sand Box and Open World are two very different things.

Open World is more like: Here's your world, there are no limits, have at it. No game can really do that if you approach it logically.

However, a Sand Box is a world but you can't go beyond the boundaries set by those who made said world. The world is limited, but you can do things within those limits that give the appearance of being "open."

So Sand Box is more proper than Open World. Granted I like to think Neo the World in its final stage will actually be insanely "open." Where everything is shaped and built by those who play and interact within it. Interaction produces story, not the maker of the Role Play who tells the people what the story is...

That's what Story Lines are there for.

Is that a thing that exists yet, or is it still being made? I might check it out if I get some time. Student teaching has absorbed all of my intellectual power, but I still want to write. A free experience like that might be nice.

So Sand Box is more proper than Open World. Granted I like to think Neo the World in its final stage will actually be insanely "open." Where everything is shaped and built by those who play and interact within it. Interaction produces story, not the maker of the Role Play who tells the people what the story is...

In other words, the epitome of "making stuff up as you go along", which in this case is encouraged. I have a pretty good feeling about Neo the World.

Norad 2 Why do you have Sephiroth's song as your signature? Just Curious

And Kybur, I don't think we'll ever be able to have that wonderful Serial Killer Roleplay we plotted.

I'll be honest. Even if we did manage to get it up, I don't think it'd get very far. Yes, oh me of little faith, but I'm going on the forum record here. It's why I'm barely willing to put any of my own ideas up on the board.

So Sand Box is more proper than Open World. Granted I like to think Neo the World in its final stage will actually be insanely "open." Where everything is shaped and built by those who play and interact within it. Interaction produces story, not the maker of the Role Play who tells the people what the story is...

In other words, the epitome of "making stuff up as you go along", which in this case is encouraged. I have a pretty good feeling about Neo the World.

Yeah it's supposed to explore and exploit more "social" role play. Where members can just come up with whatever insanity they want to. Of course trying to keep to their own character canon is encouraged and so on.

I'm only running into a few challenges with the more finer systems that are involved, but the over all concept summaries and details are cake to write.

The part that isn't is describing how the User Currency will work, the system for Guild/Organization registration, and all that side stuff I'm throwing in to get NTW a ton of diversity and mechanics to start with so people can see there is a lot more to do than sit at a bar and chat with each other. :3

Killing people's characters is going to be one of those "If the player allows it" things.

It's one of those necessary rules. Not everyone likes their characters just being killed off without them knowing any better after all. Even though it's a lovely thought and all, and enforcing player specific preferences can infringe a little on the open world aspect, but ehh...

I plan on rehashing my Yuriko character and tweaking a little to make her work for Neo the World when I finish it up. It's either that or this other character idea I got going in my head.

The good news is, I have a lot of the core ideas down. Mostly just explaining how the world is set up. I haven't decided how the Multiverse will work, but I'm thinking of tying it into some catchy thing like a library, a shop, or something. Once I figure out how the Multi-verse aspect works and how all those points converge, I'm golden.

I want a solid starting point that I can write into a narrative piece to introduce people to the setting rather than:

This is Neo the World. It is a Multi-Verse that is stationed on an Alternate Earth much like our own. BoringBoringBoring.

But I want to avoid making it to constrained as well so that people can create all sorts of background stories for how their characters ended up within the world as well. If that makes any sense. That's the biggest challenge with the introductory piece. After that it's a lot of thinking of how the rules need to be reconstructed for the entire forum, and adding in all the additional pieces.

I plan on rehashing my Yuriko character and tweaking a little to make her work for Neo the World when I finish it up. It's either that or this other character idea I got going in my head.

The good news is, I have a lot of the core ideas down. Mostly just explaining how the world is set up. I haven't decided how the Multiverse will work, but I'm thinking of tying it into some catchy thing like a library, a shop, or something. Once I figure out how the Multi-verse aspect works and how all those points converge, I'm golden.

I want a solid starting point that I can write into a narrative piece to introduce people to the setting rather than:

This is Neo the World. It is a Multi-Verse that is stationed on an Alternate Earth much like our own. BoringBoringBoring.

But I want to avoid making it to constrained as well so that people can create all sorts of background stories for how their characters ended up within the world as well. If that makes any sense. That's the biggest challenge with the introductory piece. After that it's a lot of thinking of how the rules need to be reconstructed for the entire forum, and adding in all the additional pieces.